Generators & Modifiers

Here's a list of all available generatos and modifiers

Generators

Cellular Automata

Generates Island like shapes based on cellular automata algorithm.

BSP Dungeon

Generates dungeon like shapes base on the binary space partitioning algorithm.

Random Walk Dungeon

Generates a dungeon based on the random walk algorithm. Multiple properties can be defined to change the shape as well as the start position.

Maze

Generates a maze like shape. Corridor width can be modified.

Height Texture

Generates a shape based of a texture. Height range can be defined. For best results please use a grayscale height texture.

Pathfinding

Generates a Path between two points. Requires three other blueprint layers to be assigned.

  • Navigation layer

  • Start layer

  • Target layer

Poisson Disc Sampling

Generates noise based on the poisson disc sampling algorithm. Great for placing tree or other objects.

Checkerboard

Generates a checkboard like grid.

Random Noise

Generates a random noise.

Shapes

Can generate three different types of shapes. Circle, square or triangle. Multiple shapes can be combined at the same time.

Dot Grid

Generates a "dot" grid.

Modifiers

Add

Add cells from another blueprint layer.

Subtract

Subtract cells from another blueprint layer.

Boolean

Execute boolean operators on this blueprint layer

Expand

Expands cells based on iteration count.

Shrink

Shrinks cells based on iteration count.

Smooth

Smooth cells.

Invert

Invert cells

Select

Select different types of cells. Like:

  • Random

  • Border

  • Fill / Inner tiles

  • Edge tiles

  • Corner tiles

  • Interior Corner tiles

Select by Rule

Select cells based on rules.

Find Position On Islands

Finds random positions on cell islands.

Example

Push To Paint Positions

This is somewhat similar to the Add modifier, but due to the top-to-bottom execution order of blueprint stacks, there are cases where Add alone won’t work. For example, if the first layer uses an Add modifier to include a blueprint layer that hasn’t been executed yet, it will only add empty cells. In such cases, you need to use the Push to Paint Positions modifier on the second layer to push its generated cells into the first layer.

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